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This is a very begining of WIP, there is nothing interesting here, besides
- that scene uses _no_ lights :)
I assued assumed gamma 1.0 and radiosity + lava with ambient 2.0
alsow some light is given by sky_sphere, but must lighting comes from lava.
Are this shadows, especialy this bright corners and wall/floor connections
realistic ? The floor is made from metal (that is not noticed because
radiosity light doesn't use specular) and probably therefore floor/wall
intersection is so bright.
I'm going to add media into rom (dust - scaterring, maybe absorption) and
make more complex shape of hole.
Radiosity settings -
count 50, error 1 gives general idea of lighting but is extremly spotchy,
count 300 error .6 is good, but corners are spotchy,
count 1200 error .45 - is this image - corners are quite well.
AFAIK adding even little light_source will strongly improve scene (hide
radiosity error "dots") even if light would be .3 or so.
I'm planning to add gird of i.e. 5x5 lights along lava plane, each color
rgb .3/(5*5). Then add media, make some models, start render and... go for
long vacation ;)
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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